tossed together a very minimal graphics toy
This commit is contained in:
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c96ff044f0
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1458
Cargo.lock
generated
1458
Cargo.lock
generated
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@ -6,8 +6,5 @@ edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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[dependencies]
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glium = "0.31"
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bgfx-rs = "0.7.0"
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image = "0.24.1"
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glfw = "0.44.0"
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raw-window-handle = "0.4.2"
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BIN
assets/opengl.png
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BIN
assets/opengl.png
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Binary file not shown.
After Width: | Height: | Size: 71 KiB |
10
assets/shade.frag
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10
assets/shade.frag
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@ -0,0 +1,10 @@
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#version 140
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in vec2 v_tex_coords;
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out vec4 color;
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uniform sampler2D tex;
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void main() {
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color = texture(tex, v_tex_coords);
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}
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assets/shade.vert
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12
assets/shade.vert
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@ -0,0 +1,12 @@
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#version 140
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in vec2 position;
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in vec2 tex_coords;
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out vec2 v_tex_coords;
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uniform mat4 matrix;
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void main() {
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v_tex_coords = tex_coords;
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gl_Position = matrix * vec4(position, 0.0, 1.0);
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}
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1
rust-toolchain
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1
rust-toolchain
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@ -0,0 +1 @@
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nightly
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5
src/config.rs
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5
src/config.rs
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@ -0,0 +1,5 @@
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//! A few constants to make standardizing sizes easier.
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pub const CHUNK_RADIUS: u8 = 3;
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pub const CHUNK_HEIGHT: u8 = 4;
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pub const PLAYER_HEIGHT: f64 = 1.7;
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211
src/main.rs
211
src/main.rs
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@ -1,99 +1,148 @@
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#![feature(const_fn_trait_bound)]
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use std::io::Cursor;
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#[macro_use]
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extern crate glium;
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use glium::{
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glutin::{self, event::KeyboardInput},
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Surface,
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};
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pub mod chunk;
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pub mod chunk;
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pub mod config;
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pub mod coordinates;
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pub mod coordinates;
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pub mod platform;
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pub mod textures;
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pub mod voxel;
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pub mod voxel;
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use bgfx::*;
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use bgfx_rs::bgfx;
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use glfw::{Action, Key, Window};
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use platform::{get_platform_data, get_render_type};
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const WIDTH: usize = 1280;
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const HEIGHT: usize = 720;
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fn main() {
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fn main() {
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let hex_coord_1 = coordinates::Hex {
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let event_loop = glutin::event_loop::EventLoop::new();
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q: 0.0,
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let wb = glutin::window::WindowBuilder::new()
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r: 0.0,
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.with_title("Voxel Engine")
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s: 0.0,
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.with_resizable(true)
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y: 0.0,
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.with_transparent(true);
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};
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let cb = glutin::ContextBuilder::new();
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let display = glium::Display::new(wb, cb, &event_loop).unwrap();
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let hex_coord_2 = coordinates::Hex {
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let image = image::load(
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q: 1.0,
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Cursor::new(&include_bytes!("../assets/opengl.png")),
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r: 1.0,
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image::ImageFormat::Png,
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s: 1.1,
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)
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y: 0.0,
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.unwrap()
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};
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.to_rgba8();
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hex_coord_2.round();
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let image_dimensions = image.dimensions();
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let image =
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glium::texture::RawImage2d::from_raw_rgba_reversed(&image.into_raw(), image_dimensions);
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let texture = glium::texture::SrgbTexture2d::new(&display, image).unwrap();
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println!("{}", hex_coord_1.distance_to(hex_coord_2));
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#[derive(Copy, Clone)]
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struct Vertex {
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let mut glfw = glfw::init(glfw::FAIL_ON_ERRORS).unwrap();
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position: [f32; 2],
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glfw.window_hint(glfw::WindowHint::ClientApi(glfw::ClientApiHint::NoApi));
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tex_coords: [f32; 2],
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let (mut window, events) = glfw
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.create_window(
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WIDTH as _,
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HEIGHT as _,
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"Vox - ESC to close",
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glfw::WindowMode::Windowed,
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)
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.expect("Failed to create GLFW window.");
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window.set_key_polling(true);
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let init = init(&window);
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if !bgfx::init(&init) {
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panic!("failed to init bgfx");
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}
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}
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bgfx::set_view_clear(
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implement_vertex!(Vertex, position, tex_coords);
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0,
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ClearFlags::COLOR.bits() | ClearFlags::DEPTH.bits(),
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SetViewClearArgs {
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rgba: 0x00000000,
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..Default::default()
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},
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);
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let mut old_size = (0, 0);
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#[rustfmt::skip]
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let vertex1 = Vertex { position: [-0.5, -0.5], tex_coords: [0.0, 0.0] };
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#[rustfmt::skip]
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let vertex2 = Vertex { position: [ 0.0, 0.5], tex_coords: [0.0, 1.0] };
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#[rustfmt::skip]
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let vertex3 = Vertex { position: [ 0.5, -0.25], tex_coords: [1.0, 0.0] };
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while !window.should_close() {
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let shape = vec![vertex1, vertex2, vertex3];
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glfw.poll_events();
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for (_, event) in glfw::flush_messages(&events) {
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let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
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if let glfw::WindowEvent::Key(Key::Escape, _, Action::Press, _) = event {
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let indices = glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList);
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window.set_should_close(true)
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let vertex_shader_src = include_str!("../assets/shade.vert");
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let fragment_shader_src = include_str!("../assets/shade.frag");
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let program =
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glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src, None)
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.unwrap();
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let mut t: f32 = -0.5;
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event_loop.run(move |event, _, control_flow| {
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use glutin::event::Event::*;
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match event {
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WindowEvent { event, .. } => match event {
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glutin::event::WindowEvent::CloseRequested => {
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*control_flow = glutin::event_loop::ControlFlow::Exit;
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return;
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}
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_ => return,
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},
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NewEvents(cause) => {
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use glutin::event::StartCause::*;
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match cause {
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ResumeTimeReached { .. } => (),
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Init => (),
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_ => return,
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}
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}
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DeviceEvent {
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device_id: _,
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event,
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} => match event {
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glutin::event::DeviceEvent::Key(key) => match key {
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KeyboardInput {
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virtual_keycode: Some(glutin::event::VirtualKeyCode::Escape),
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..
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} => {
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*control_flow = glutin::event_loop::ControlFlow::Exit;
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return;
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}
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KeyboardInput {
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state: glutin::event::ElementState::Pressed,
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virtual_keycode,
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..
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} => {
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println!("{:?}", virtual_keycode);
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return;
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}
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_ => return,
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},
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_ => return,
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},
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_ => {
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return;
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}
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}
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}
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}
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let size = window.get_framebuffer_size();
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let next_frame_time =
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std::time::Instant::now() + std::time::Duration::from_nanos(16_666_667);
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*control_flow = glutin::event_loop::ControlFlow::WaitUntil(next_frame_time);
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if old_size != size {
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// we update `t`
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bgfx::reset(size.0 as _, size.1 as _, ResetArgs::default());
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t += 0.0002;
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old_size = size;
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if t > 0.5 {
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t = -0.5;
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}
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}
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bgfx::set_view_rect(0, 0, 0, size.0 as _, size.1 as _);
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let mut target = display.draw();
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bgfx::touch(0);
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target.clear_color(0.0, 0.0, 1.0, 0.0);
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bgfx::frame(false);
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let uniforms = uniform! {
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}
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matrix: [
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shutdown_handler();
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[1.0, 0.0, 0.0, 0.0],
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}
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[0.0, 1.0, 0.0, 0.0],
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pub fn shutdown_handler() {
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[0.0, 0.0, 1.0, 0.0],
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bgfx::shutdown();
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[ t , 0.0, 0.0, 1.0f32],
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],
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println!("shutdown");
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tex: &texture,
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}
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};
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pub fn init(window: &Window) -> Init {
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target
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let mut init = Init::new();
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.draw(
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&vertex_buffer,
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init.type_r = get_render_type();
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&indices,
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init.resolution.width = WIDTH as u32;
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&program,
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init.resolution.height = HEIGHT as u32;
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&uniforms,
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init.resolution.reset = ResetFlags::VSYNC.bits();
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&Default::default(),
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init.platform_data = get_platform_data(&window);
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)
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init
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.unwrap();
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target.finish().unwrap();
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});
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}
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}
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use bgfx_rs::static_lib::{PlatformData, RendererType};
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use glfw::Window;
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use raw_window_handle::{HasRawWindowHandle, RawWindowHandle};
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pub fn get_platform_data(window: &Window) -> PlatformData {
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let mut pd = PlatformData::new();
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match window.raw_window_handle() {
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#[cfg(any(
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target_os = "linux",
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target_os = "dragonfly",
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target_os = "freebsd",
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target_os = "netbsd",
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target_os = "openbsd"
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))]
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RawWindowHandle::Xlib(data) => {
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pd.nwh = data.window as *mut _;
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pd.ndt = data.display as *mut _;
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}
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#[cfg(any(
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target_os = "linux",
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target_os = "dragonfly",
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target_os = "freebsd",
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target_os = "netbsd",
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target_os = "openbsd"
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))]
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RawWindowHandle::Wayland(data) => {
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pd.ndt = data.surface; // same as window, on wayland there ins't a concept of windows
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pd.nwh = data.display;
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}
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#[cfg(target_os = "macos")]
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RawWindowHandle::MacOS(data) => {
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pd.nwh = data.ns_window;
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}
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#[cfg(target_os = "windows")]
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RawWindowHandle::Win32(data) => {
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pd.nwh = data.hwnd;
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}
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_ => panic!("Unsupported Window Manager"),
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}
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return pd;
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}
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#[cfg(target_os = "linux")]
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pub fn get_render_type() -> RendererType {
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RendererType::OpenGL
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}
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#[cfg(not(target_os = "linux"))]
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pub fn get_render_type() -> RendererType {
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RendererType::Count
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}
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1
src/textures.rs
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1
src/textures.rs
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@ -0,0 +1 @@
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#[repr(C)]
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pub struct Light {
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pub red: u8,
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pub green: u8,
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pub blue: u8,
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pub sun: u8,
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}
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pub struct VoxelData {
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pub struct VoxelData {
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pub id: u32,
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pub id: u32,
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pub light_level: Light,
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}
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}
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Loading…
Reference in a new issue